Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add instructions/oculus-samples/unity-trackedkeyboard/agents-mdgit clone --depth 1 https://github.com/oculus-samples/Unity-TrackedKeyboardWhat it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00889 | $0.00889 |
| Opus 5 | $0.00445 | $0.00445 |
| Sonnet 5 | $0.00178 | $0.00178 |
| Haiku 4.5 | $0.00089 | $0.00089 |
Grade A, and why
Unity-TrackedKeyboard AGENTS.md scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 41 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Agent Instructions — Tracked Keyboard Sample
Unity sample for the tracked-keyboard feature, demonstrating best-practice UX for text input across MR and VR with 2D / 3D keyboard visualization, desk / passthrough toggles, and tracking-status feedback.
Source-of-truth files (read these first, do not duplicate their contents in this file)
For setup, build steps, SDK versions, and project layout, read:
README.md— official setup, the "Integrating Tracked Keyboard within Your Own Project" walkthrough, and the known-limitations listProjectSettings/ProjectVersion.txt— Unity editor versionPackages/manifest.json— Unity package versions (Interaction SDK, MR Utility Kit, TextMesh Pro)Assets/TrackedKeyboard/Scenes/TrackedKeyboard.unity— main sample sceneAssets/TrackedKeyboard/ScriptableObjects/— boundary-visual configurationRuntimeActionBindings.json— input action bindingsLICENSE.txt— MIT for most of the project;Text Mesh Profiles are under Unity's Companion License
Quest / Horizon-specific notes
- A physical Bluetooth keyboard must be paired and tracking-enabled in headset settings (Settings → Devices → Keyboard) before the sample is meaningful — there is also an in-app
Connectbutton as a fallback. - The feature requires a sufficiently new Horizon OS build; older devices/OS versions silently lose the tracked-keyboard surface. Check OS version on the device before debugging "no keyboard outline" reports.
- Keyboard tracking degrades in bad lighting, and the estimated desk height is derived from the keyboard's tracked position — both are README-documented limitations, not bugs to chase.
- The sample includes a
Custom Pointable Canvas Moduleas a temporary mouse/keyboard input shim until Interaction SDK gains first-class mouse/keyboard support; per the README it can be removed once that lands. Don't refactor it away prematurely. - Hand proximity to the keyboard is driven by capsule colliders added to
CameraRig > TrackingSpace > LeftHandAnchor / RightHandAnchor; preserve these when modifying the rig. - Before first build, run
Meta > Tools > Project Setup > Fix Allfor both Android and Standalone, as the README integration steps require.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 2d ago First seen · 41 lines · 889 tokens per session scan A 1ffcfb6183aa
Unity-TrackedKeyboard AGENTS.md is an instructions file published in the GitHub repository oculus-samples/Unity-TrackedKeyboard (11 stars, last pushed 3mo ago), licensed MIT. It adds 889 tokens to every session, about $0.0044 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other instructions, from other repositories
GameDesignOS AGENTS.md
Instructions for DY-2026/GameDesignOS, covering gamedesignos agent 入口, 默认接法, agent 执行规则, 什么时候用整个项目 and 每个 skill 单独怎么用.
claudemon CLAUDE.md
Instructions for zamarrowski/claudemon, covering ai agent guidelines, project shape, general guidelines, general rules and guards & defensive code.
awesome-defold AGENTS.md
Instructions for astrochili/awesome-defold: When asked to process the resource inbox, use GitHub issue #16 unless another issue is named.
unity-code-style-guide AGENTS.md
Instructions for krogh-jacobsen/unity-code-style-guide, covering agents.md — unity 6 c, project setup — edit this block, never do these — they corrupt the project, deprecated in unity 6 and if you read nothing else.
unreal-mcp CLAUDE.md
Instructions for GenOrca/unreal-mcp, covering claude.md, what this is, architecture (the non-obvious parts), commands and all run from mcp-server/.
Unity-TheWorldBeyond copilot-instructions.md
Instructions for oculus-samples/Unity-TheWorldBeyond: This is a Meta Quest / Horizon OS sample.